Accidentally starting new game within 'unsaveable' station
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Accidentally starting new game within 'unsaveable' station
I just finished a stage of the TCAT mission. And now I have to it again, because the series of keypresses for saving the game result, when not docked in the main station, in . . starting a new game (without saving). This needs changing, no?
Does that mean you just pressed the keys in zombie mode? I'm afraid we haven't got anything that prevents zombie mode in players yet.
I myself have pressed OK when confronted by a zillion 'Are you really sure you want to do this?' only to go 'err... wait, I wasn't sure after all...'
Eternal vigilance & all that is your best friend there, I'm afraid...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Dear Kaks (and, to an extent another_commander)
Here's an answer to your question. That answer does presuppose, though, that changing the code wouldn't take hours.
We have two options. (1) The developers make a small change to the user interface. (2) Each user, on multiple occasions, has to think a little more.
Here are two points that commend 1 over 2.
(i) Implementing 1 requires only that one or two people do only one thing once, namely, make a small change in the code - whereas the situation of 2 involves multiple people doing something (namely, thinking a bit) multiple times.
(ii) The result of 'zombie' mode is (in the scenario under consideration) fairly consequential, whereas no harm comes from changing the code, save the effort of making the change.
Still: I am aware that I am making a request - requesting that you do something for me (and others) that will involve some work.
Here's an answer to your question. That answer does presuppose, though, that changing the code wouldn't take hours.
We have two options. (1) The developers make a small change to the user interface. (2) Each user, on multiple occasions, has to think a little more.
Here are two points that commend 1 over 2.
(i) Implementing 1 requires only that one or two people do only one thing once, namely, make a small change in the code - whereas the situation of 2 involves multiple people doing something (namely, thinking a bit) multiple times.
(ii) The result of 'zombie' mode is (in the scenario under consideration) fairly consequential, whereas no harm comes from changing the code, save the effort of making the change.
Still: I am aware that I am making a request - requesting that you do something for me (and others) that will involve some work.
I've actually done this a couple of times too (pressed F2/enter to do a quick-save, except when you're not at the main station the first entry isn't quick-save, it's new game as save/load is disabled).
All it would need is a Are you sure? Yes/No prompt (mission screen choice or whatever) with yes continuing on to new game, and no bouncing you back into F2.
The other alternative is to re-arrange the F2 menu list order slightly to drop new game down so it's not the first option when you're docked at a non-main station.
All it would need is a Are you sure? Yes/No prompt (mission screen choice or whatever) with yes continuing on to new game, and no bouncing you back into F2.
The other alternative is to re-arrange the F2 menu list order slightly to drop new game down so it's not the first option when you're docked at a non-main station.
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- JensAyton
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Um… sorry to have to say this, but that’s a deeply ignorant position.another_commander wrote:Fully agree with Kaks. Instead of us spending hours to code a UI change, why can't the user spend one extra second to actually read the menu option they select?
Interfaces should be designed for the way people actually behave, not the way a notional ideal user behaves. One of the ways real people behave is to prefer muscle memory over anything that involves thinking.
The confirmation alert solution is a non-solution for basically the same reason. A better (and probably easier) fix is to make disabled menu options selectable, and play a boop when you try to activate them.
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- Eric Walch
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Its very easy to change by making the "game options.." the default option when docked but not at the main station. (Instead of "begin new game") That leaves the "begin new game" only as default option after death. I already tested it and could commit it for 1.75 (Or 1.74.1 when such a version needs to be released)Ahruman wrote:Um… sorry to have to say this, but that’s a deeply ignorant position.another_commander wrote:Fully agree with Kaks. Instead of us spending hours to code a UI change, why can't the user spend one extra second to actually read the menu option they select?
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Well, what do you know, it seems we have found a 'prevent zombie mode' tweak amazingly quickly!
I'm all for Eric's tweak, as it should have the least amount of side effects overall!
I'm all for Eric's tweak, as it should have the least amount of side effects overall!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Eric Walch
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Re: Accidentally starting new game within 'unsaveable' stati
Its changed now. Default option for such stations is now "Game options".UK_Eliter wrote:I just finished a stage of the TCAT mission. And now I have to it again, because the series of keypresses for saving the game result, when not docked in the main station, in . . starting a new game (without saving). This needs changing, no?
Zombies will now find themselves back in a system with completely changed settings instead of a new game.
UPS-Courier & DeepSpacePirates & others at the box and some older versions